Author Topic: Ark - RPG  (Read 12739 times)

I don't know what skill level you're at, but some rats/spiders would be cool. It would be a bish to animate their legs. If you want you can model+animate something like a tree/stump monster.

These are decent examples of my work (though somewhat dated):

http://forum.blockland.us/index.php?topic=272520.0
http://forum.blockland.us/index.php?topic=268205.0
http://forum.blockland.us/index.php?topic=268567.0


Right now I do not have the time to make any brand-new playertypes (trying to finish up a personal project of mine). But I might have some spare time next week, and I do not think a tree/stump playertype will be too time consuming to make.

For now, feel free to use any of my bugs and the playertypes if they suit your needs.
You can also use my elemental models/playertypes if you wish, but keep in mind some of them lack certain animations, and please give credit if you do use them.

H3

These are decent examples of my work (though somewhat dated):

http://forum.blockland.us/index.php?topic=272520.0
http://forum.blockland.us/index.php?topic=268205.0
http://forum.blockland.us/index.php?topic=268567.0


Right now I do not have the time to make any brand-new playertypes (trying to finish up a personal project of mine). But I might have some spare time next week, and I do not think a tree/stump playertype will be too time consuming to make.

For now, feel free to use any of my bugs and the playertypes if they suit your needs.
You can also use my elemental models/playertypes if you wish, but keep in mind some of them lack certain animations, and please give credit if you do use them.
Aha, I've been a fan of your dragons for a very long time. I didn't know it was you who made those dragons either! Yeah, I'll definitely use some of your models (and credit you) - thanks.

MESSAGE TO ANYONE READING THIS: A modeler submitted some swords and rings in the .blend format, I can't compile them into .dts because I only have milkshape. Can someone please format these .blend files into .dts? Thanks again for anyone who does it!
http://download1520.mediafire.com/bhbq91pny9qg/4pmacpvvab7a5aa/DaggerandSword.rar
http://download1473.mediafire.com/j7mp9b5826tg/g3ya6qia9b9q99t/Ring.rar
« Last Edit: June 10, 2015, 09:53:58 PM by H3 »

MESSAGE TO ANYONE READING THIS: A modeler submitted some swords and rings in the .blend format, I can't compile them into .dts because I only have milkshape. Can someone please format these .blend files into .dts? Thanks again for anyone who does it!
http://download1520.mediafire.com/bhbq91pny9qg/4pmacpvvab7a5aa/DaggerandSword.rar
http://download1473.mediafire.com/j7mp9b5826tg/g3ya6qia9b9q99t/Ring.rar
You can just import .blend files into milkshape and than export it back to a .dts file.
Or was it opening the .blend into blender and exporting as a .obj and than import the .obj in milkshape and export to .dts?
Can't remember. Either way. I'll get to it.

EDIT: PM'd files.
« Last Edit: June 11, 2015, 10:34:59 AM by espio100 »


This is lookin' real good, and I'm not even and RPG guy... :o

Are there any specific tools you need modeled? I could do them in blender and then have someone re-export them.

I'd love if we had some complex melee combat a la Dark Souls in Blockland.
Grinding wouldn't be nearly as much of a chore if every enemy you fight will be able to kill you if you're not careful.

H3

This is lookin' real good, and I'm not even and RPG guy... :o
thanks!

Are there any specific tools you need modeled? I could do them in blender and then have someone re-export them.
Nah, I'd need to import/export for each model you send me - I already have a guy I do that for (2 is 2 much). Thanks anyways though!

I'd love if we had some complex melee combat a la Dark Souls in Blockland.
Grinding wouldn't be nearly as much of a chore if every enemy you fight will be able to kill you if you're not careful.
Today and yesterday I've been actively balancing all stats. Your damage is vastly lowered if the enemy is a great amount of levels higher than you. On top of that, AI combat is tricky to predict. Me (and certainly 1 other beta tester) have died several times from dem slimes!

I feel like with all the server stat calculations, I may unfortunately have a 16 player limit. I don't know if it will lag managing all player stats whilst also managing all monsters movement.

Today and yesterday I've been actively balancing all stats. Your damage is vastly lowered if the enemy is a great amount of levels higher than you. On top of that, AI combat is tricky to predict. Me (and certainly 1 other beta tester) have died several times from dem slimes!

I didn't mean combat stat-wise, though. I wondered if you modified the way melee weapons work.
For example, biggest problem with blockland melee is that the weapons have no area of effect: they only shoot a projectile right where you're aiming instead of doing a radius check and some angle checks or something of that regard.
Another idea is shields so you can block enemy attacks while being staggered or something based on the damage you blocked.

H3

I've been stuck on this one problem for a couple days now, I can't colorshift items I create (not talking about images). I'm going on a camping trip today, and I'll be gone for 4 days (hopefully I don't die). In the mean time can someone post a solution to making nodes in Milkshape?


H3

I'm back from camping and will continue my usual development on the mod.

woo

I've been stuck on this one problem for a couple days now, I can't colorshift items I create (not talking about images). In the mean time can someone post a solution to making nodes in Milkshape?

Can you possibly give more detail in this? What are the colors/texture files of the model, and what does it look like without color shifting?

Unfortunately I can't help you with creating nodes in Milkshape, as I only use Blender. :(

H3

woo

Can you possibly give more detail in this? What are the colors/texture files of the model, and what does it look like without color shifting?

Unfortunately I can't help you with creating nodes in Milkshape, as I only use Blender. :(
I'm using a blank.png texture I made containing a alpha transparent image. Along with that I'm setting the export settings for the material/texture to be translucent and addidtive. The item appears in game as white and transparent/see through.

For transparent items, I've found that it can work better to simply set it to translucent and leave additive/subtractive disabled.